Turn-based tactics, optional stealth, and targeted hits aimed at slowing enemies down. Demo available soon.
There are several projects out there that blend straight-up horror, evoking games like Resident Evil, Silent Hill, and others, with turn-based combat mechanics.
I’ve already introduced a number of them, and I’m actually considering grouping them into a single article. Either way, this introduction was mainly to lead into another project with those same traits, which is currently gearing up for a demo coming in February.

Infact Team Vultures and publisher Firesquid Games have set February 12, 2026, as the release date for a new demo for Vultures: Scavengers of Death, their tactical, turn-based survival horror RPG built around scavenging runs through an infected city.
We are talking about a mashup that takes cues from 90s survival horror pacing and camera mood, then swaps real-time panic for deliberate decisions on a turn-based grid. The setup drops players into Salento Valley after a biohazard incident, with the VULTURES mercenary unit sent into quarantine zones to extract materials and information tied to a cure.

The game has two agents with different combat styles, and it lets players customize a loadout before heading in. Once inside, you must balance sneaking and frontal fights, and the system lets you aim for vital spots or disable enemies to slow them down, which matters when a clean retreat can be worth more than a messy win.
The February 12 demo focuses on the opening mission, set inside a police station. The playable operative for this slice is Leopoldo, and the loadout for the mission includes three weapons: a combat knife, a pistol, and a shotgun.

Team Vultures estimates about 45 minutes for a first run through the mission, which lines up with how the studio has previously described the police station demo length on Steam.
Leopoldo is investigating the last known location of Thiago Schultz, a scientist tied to Eugenesys Corporation who reportedly took refuge at the station one day before the outbreak. The objective is not just to survive the building, but to search it for records and evidence Thiago may have left behind.
That clue trail is presented as an early step toward understanding what happened in Salento Valley and why the infection spread in the first place.

Exploration is built around classic survival horror logic, just expressed through a turn-based tactics lens.
The city is packed with notes, relics, and items left behind after the collapse, and progression comes from extracting information and tools from locations that each have their own obstacles. Keys matter, routes matter, and weapons are treated like scarce problem solvers.

Visually, Vultures: Scavengers of Death is chasing a retro PS1 look and the kind of tense, isolated hallway exploration that made early genre staples work. As I said in the introduction, it calls out inspiration from Resident Evil, and the tone pitch is clear: one operative, limited resources, dark spaces, and the constant risk that a single wrong decision can end a mission.
A trailer is already live, and I share it below for anyone who wants a quick look at how the turn cadence and horror staging blend together. Regarding the full PC release via Steam, there is no information yet.
